Excellent AllanR Now when the fps come down there are no big separations! just a few small movements that are not notorious, Thank you!
I discovered that these jumps are the fault of the deltaTime, the head uses the bullet behavior and this uses the DT to move, and makes small jumps so as not to make the worm slow, and this is affected in the array, which captures the jumps too!
if I eliminate bullet behavior and move my head with
EveryTick -
"movet a angle" = head.angle
"distance" = 5
then the jumps are eliminated!
but it makes the worm slow when there are 40.50 fps
Not all can be perfect!
capx
drive.google.com/open
I also have another .. just add the behavior bullet in the body and each of them sige what lies ahead, does not pass exactly the same place as the head, that's why the trail of the hole appears in the last sprite of the body then it gives a feeling that if he does
capx
drive.google.com/open
I don't know which one to choose XD